[Freeciv-Dev] (PR#39864) helicopter goto overly cautious

2008-07-23 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39864 

 [book - Sat Jul 19 04:02:14 2008]:
 
 My opinion is that the current behaviour is excessively
 nannying and adds needless complications. The goto code
 should just make the unit go where you tell it to go,
 taking a safe route if one exists, and should not try
 to second guess your intentions and protect you from
 yourself.
 
 
 --
 皇帝陛下のために戦う神風が要るんだから。
 


Why is it that in previous versions of FreeCiv, I could send my aircraft
anywhere in the world that I wanted to, but in this last version (2.1.5)
it doesn't work like that?  I also agree that having to move aircraft
short distances at a time does not work very well.  Personally, for me,
it makes the game not worth the time to play.  In fact, even with using
waypoints, I still cannot move the aircraft very far at a time.

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Re: [Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-23 Thread Jason Dorje Short

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40316 

On Wed, Jul 23, 2008 at 6:13 PM, guest user Freeciv wrote:

 There is the catch: Between the versions the ptile-city member has been
 replaced by ptile-worked which points to the city working on the tile,
 so many tiles are pointing to the same city (in the city radius I
 suppose).

That was a terrible idea.  Though I suppose at first glance it must
have seemed attractive enough.

 Question: if you disconnect and reconnect to the server, are the
 fogged cities shown then?  I cannot recall testing this.

 Wow, that was a GREAT idea! I just tested it and noticed that the cities
 are updated correctly (meaning they are visible when fogged) after
 rejoining the game. I moved up to one visible fogged city with an
 explorer and left again et voila: once the city got fogged again it
 disappeared from the map. The problem seems to occur when the fogged
 city becomes visible again or is fogged again.  So the problem with the
 updating must be happening somewhere when the TILE_KNOWN_UNSEEN flag is
 set for a formerly seen tile or vice versa when it is reset to the
 TILE_KNOWN_SEEN.

 I'll try to check through all the code blocks where these status flags
 are checked and/or changed and compare them with the former code of
 S2_1. Maybe I'll get lucky and find the needle in the haystack before
 the few weeks pass by. ;)

The problem must be that when the tile is fogged (in the tile packet),
the ptile-worked flag is cleared.  Looking for -worked = NULL in
the code should find the offending code - it shouldn't be cleared if
there's a city on the tile.

It's also possible that the server is telling the client the tile is
not worked.  This would be a related error but in the server code.
Though it could be fixed client-side I suppose.

-jason



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[Freeciv-Dev] (PR#40399) Timeout change does not take effect immediately :(

2008-07-23 Thread Madeline Book

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40399 

While testing I found to my horror that that timeout
setting behaviour has been changed in 2.1+ to only
take effect after the turn changes. This is very very
bad for multiplayer games, since often a turn needs
to be extended immediately to handle something (e.g.
a player connection is lost, or someone needs a pause
due to the telephone, etc.).

I strongly suggest that this behaviour be changed back
to how it worked in 2.0.


--
ない。ない?ない!時間がない!!

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[Freeciv-Dev] (PR#40213) No way to turn worker display from main map

2008-07-23 Thread Madeline Book

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40213 

Committed to S2_2 (r15038) and trunk (r15039).


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コンパイルしながら、この文章を考え出す。
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[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-23 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40316 

[EMAIL PROTECTED]

Well I probably have the time for working on this but my experience
doesn't quite match yours with neither the C programming language nor
the freeciv source code, so I'm not all that confident that it would be
just a matter of a few weeks... ;)

I can see books point, all of which quite sensible, and understand that
the actual problem is quite somewhere else. It just isn't quite
reassuring  for me that an incredible complex and obscure code block I
believe could be the source of the problem is commented on top of it
with the words This was once very ugly In this tradition you could
maybe use my current patch as temporarily solution if you want to branch
S2_3 any time soon, as reverting back to the old S2_1 state would
probably mean killing off a lot of good work related to the border
algorithms (which seems to be the key change between versions that
screwed all this fogged stuff up).

Greetings,
Nico the n00b ;)

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[Freeciv-Dev] (PR#40316) enemy cities not shown in fogged tiles

2008-07-23 Thread Freeciv guest user

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40316 

pcity-tile and ptile-city are both set to the correct values.
 In general ptile-city-tile == ptile and pcity-tile-city == pcity
 all the time (that would be a useful assertion to add somewhere - in
 fact client-side sanity checks might be a good thing in general, but
 that's off topic).

There is the catch: Between the versions the ptile-city member has been
replaced by ptile-worked which points to the city working on the tile,
so many tiles are pointing to the same city (in the city radius I
suppose). That is what the tile_city function is all about (in S2_1 it
didn't exist and the put_one_element function got just passed
ptile-city), as it checks whether the tile that is worked on (if at
all) is the center tile of the city itself or if not returns NULL
(meaning it is just a tile in the vicinity of the given city and worked
by it). This worked member is used quite extensively for calculating the
owners of the tiles and their surrounding borders, so it seems to be
working quite fine. Only problem is that somewhere on the client (or
more likely on the server) this member isn't updated correctly, maybe
because somebody thought that the client shouldn't be supposed to know
about what tiles are worked by other players if they can't see it (hich
sounds quite sensible at first glance).


 Question: if you disconnect and reconnect to the server, are the
 fogged cities shown then?  I cannot recall testing this.

Wow, that was a GREAT idea! I just tested it and noticed that the cities
are updated correctly (meaning they are visible when fogged) after
rejoining the game. I moved up to one visible fogged city with an
explorer and left again et voila: once the city got fogged again it
disappeared from the map. The problem seems to occur when the fogged
city becomes visible again or is fogged again.  So the problem with the
updating must be happening somewhere when the TILE_KNOWN_UNSEEN flag is
set for a formerly seen tile or vice versa when it is reset to the
TILE_KNOWN_SEEN.

I'll try to check through all the code blocks where these status flags
are checked and/or changed and compare them with the former code of
S2_1. Maybe I'll get lucky and find the needle in the haystack before
the few weeks pass by. ;)

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